198db9a3eec0cf0342261ea1afee85da9faedfb5
Two player-controller additions: NoClimb: colliders tagged "NoClimb" are now invisible to wall-climb and ceiling-grab. The grab detector (OnControllerColliderHit) and all three climb probes (ProbeWall, ProbeCeiling, WallInFront) skip them, so such a surface still blocks the capsule physically but can never be grabbed, re-probed onto, or treated as a ceiling. WalkableGroundBelow is left untouched (it only accepts walkable ground). The tag is read from a serialized field (default "NoClimb"); an empty tag disables the check. Rescue: a kill-plane fail-safe. The owner captures its spawn point on the first Update frame (after OnNetworkSpawn's ring offset has landed) and, if it falls below rescueMinY (-100), teleports back there with all momentum cleared, toggling the CharacterController around the write like PlaceOnSpawnRing. Owner-only; the authoritative NetworkTransform replicates the reset. Runs ahead of the control gate so it rescues in any mode. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Chameleon
A Unity mesh-painting game inspired by Meccha Chameleon — not a 1:1 clone. You paint your character directly on its 3D mesh to blend into the environment, and move with an extended traversal kit (run, jump, slope-slide, wall-climb).
Status: early prototype. Core painting and movement work; the hide-and-seek game loop (roles, rounds, scoring, multiplayer) is not built yet.
Features so far
- Seamless mesh painting straight onto the character's 3D mesh (GPU + CPU path, edge-dilation against seams).
- Third-person character controller — camera-relative WASD, jump, gravity, slope-sliding off too-steep surfaces, hold-to-sprint and acceleration/deceleration for smooth ramp-up and roll-out.
- Wall-climb + mantle — climb walls/ceilings (W approach/up, S detach, A/D sideways) and pull up over top edges (or hop over slope tops) instead of dropping.
- Cinemachine orbit camera — mouse look, interpolated scroll zoom, smoothed orbit rotation, collision deocclusion.
- Animator hookup — drives a
Runningbool while moving on the ground. - Game mode manager — extensible state machine, switch with Tab:
- Player Control — move + mouse look.
- Paint — no movement, left-click paints, hold right-click to orbit.
Controls
| Input | Action |
|---|---|
| WASD | Move (camera-relative) |
| Shift (hold) | Sprint |
| Space | Jump |
| Mouse | Look / orbit camera |
| Mouse wheel | Zoom |
| Left click | Paint (Paint mode) |
| Tab | Switch mode (Player Control ⇄ Paint) |
Getting started
- Open the project with Unity 6000.3.11f1 (Unity 6).
- Open
Assets/Scenes/SampleScene.unity. - Press Play, move with WASD, press Tab to switch to Paint mode and paint.
Cinemachine (com.unity.cinemachine) and the Input System are resolved
automatically via the package manifest.
Project layout
Assets/Scripts/— gameplay scripts (PlayerCharacterController,MeshPainter,ThirdPersonOrbitInput,GameModeManager, modes,FrameRateLimiter).Assets/Scenes/—SampleScene(the playground).Docs/GAME_DESIGN.md— design notes and the full feature checklist (German).
Roadmap
See Docs/GAME_DESIGN.md for what's done and what's next
(color-picker UI, eyedropper, poses, seeker role, rounds, multiplayer).
Description
Unity mesh-painting game (Meccha Chameleon-inspired)
1.1 GiB
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Languages
C#
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GLSL
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HLSL
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